plunder with loads o' new content, redesigned gameplay an' lush realistic environments t' make any land lubber get their Yarr' on!"
lot has changed since then in BFP for BFP1. That is until now! We have brought together some of the BFP Final mappers and some of our own mapmakers from within The Scurvy Dogs clan to produce this Mappack which we hope will further your enjoyment of BFP1 and help keep the pirates tradition going. A lot of hard work has been put in from some dedicated pirate mappers and testers, so thanks to all involved. This pack contains 19 maps, we hope to see you on the battlefield! Map list and creators. Assault on Port Porpoise - Muad\'Dib Blasted Shores - Brutus Bridge too far - Muad\'Dib Cave Raid - Brutus Cliffhanger - Muad\'Dib Defender - Archimonde Flushed Away - Muad\'Dib Isle Of Remore - Stealth Isle of Woe - Brutus Lolrus Creek - Cap\'n Pugwash Lost and Confused - Muad\'Dib Paradise Isles - The Fornicator Pirates Playhouse - Brutus Rum Runner Temples - Archimonde The Crossing - Cap\'n Pugwash Timberment - Stealth Trauma - Cap\'n Pugwash Two Castles - Muad\'Dib Visby Ruins - Cap\'n Pugwash
very well along. For something different, I recomend getting this for a change of pace!!!
with limits. (hopefully one or both of these will help with camera rubber-banding and make gameplay a little smoother) Ran Rexman's BSP tool on forts. This should reduce lag. Put in RedBase wall. The workboss has had a good flogging and moral has improved considerably. Coastal Defense Mortars now respawn Coastal Defense Mortars. That shipment of newfangled bird guns has been sent back to the manufacturer along with the head of the salesman. Turtle now limited to one shot regardless of anything else. You'd better make it count, cause once you fire, you're just sitting in a floating deathtrap. Turtle speed doubled. You might actually get somewhere... Turtle hitpoints reduced to 1/5th. Hint: touch anything and you're sleeping with the fishes. Galleon hitpoints doubled. They were going down a bit too easy. Fixed minimap icons. You can now tell who's who and how bad a job you're doing of defending your bases. Various rates of fire and respawn times tweeked. Still in progress. See if it's better. [quote] Thanx ReBorN-GG- for the screenshots!!!
contact with each other. All boats should be a bit slower and cannon fire rate should also be a bit slower. The runabout has had it\'s physics reworked again to hopefully reduce camera \"rubberbanding\" from the captain\'s position. The damage and collision files have been re-written from scratch (no small task) everything should now properly damage everything else. Ships now take damage from land. Hopefully not much, just enough to make it interesting. Note: Now if you beach a ship, you are still stuck, but if you continue \"driving\" into the land, you will slowly destroy it, thus allowing you to scuttle the ship, causing it to respawn. Splash damage now works better. You can now take out an enemy gun by hitting close to it. Conquest, Team death match, and Capture the flag now work on all maps, except Komodo Island, where CTF doesn\'t make sense. Galleons: *Added climbing nets to bow. *Now has rear guns. Also, to make this work, the position order has been changed: there are now 5 positions on the ship, with #5 being the rear guns. There still are Swivel Cannons in the middle crowsnest, but they are separate from the ship so you actually have to climb the rigging to get to them. This effectively brings the number of positions on the ship to 7. More to come later! Runabout: Added passenger positions. To get out of the water, just swim up to either side and hit your \"vehicle enter\" button.[/quote]
testing was done to insure that things are now much more \"playable\". Major changes: muskets and pistols have been changed again. You now have limited ammo per clip and you have to reload, but for now you have a lot of clips. This will change again once we get resupply crates and med lockers in. The reload animations are still somewhat broken. If in doubt about reload time, refer to the ammo clip icon and listen for the reload sounds. This too should be fixed with the next version. you now have 1 grenade and 2 expacks. This is just another balance issue and will probably change again in the future. *************************************************************** Maps Scurvy_Cove: This map has been extensively reworked to provide better balance and much more interesting gameplay. Major changes you should note: Spawn points are back to the way they originally were. When spawning at the main bases, you always spawn inside and must use the gates or piratechute over the towers to get out. Battlecraft didn\'t like the new system. Hopefully this will be fixed in the future. The center forts are no longer capturable. This is part of the gameplay restructuring. more foliage has been added. there are now some out-of-bounds areas. You\'ll know them when you run into them. This was also to help the new gameplay. New stategy explained: Your goal is to capture the enemy main base. There is now a fort of sorts behind the gates with some defenses. If you capture the enemy base, their tickets go down. Center forts are no longer capturable, as explained above. Things have been balanced so that if both the fort and galleon are fully crewed, it is very hard, but not impossible for the galleon to get through the channel. They were always meant to be defensive installations and hopefully will now function as such. Protect your main base by using the center forts. To aid in getting through the channel, send people into the enemy fort. Shoot your way in and plant expacks on the guns. 1 pack will take out one gun. They (and also the coastal mortars) won\'t respawn for 3 minutes, giving your team a chance to get the galleon through. Once you get by the fort, don\'t think it\'s easy sailing. The defending team still has a single Fortress cannon on the small island in the center of their cove and they also have coastal mortars and 24-pound-cannons on the hill. You can either try to use your galleon to take them out, or protect it while sending in a demo team to take out the gates (with expacks or swivel cannon) and then storm the walls, trying to capture/destroy the mortars and guns. It takes more than 1 expac to take out the gates, so teamwork is necessary. Even after you get this far, you still have to get by the final defenses and get to the flag. Once you capture it, their only spawn points are their galleon and their center fort. I hope this makes things a little more interesting. The tickets have also been reduced to bring the map in line with all the others. Low_Tide: Not much has been done to this map yet. Since it is rather plain, the tickets have been reduced somewhat. BFP_Tides_OF_Blood: This is a new map. Like BFP_Komodo_Island, it is far from finished. However it is included because after testing, it was felt it was far enough along that it would give you a little more variety. This is an ocean map and is HUGE! It is best played with at least 12 people per side. Strategy: Each team gets one galleon and no other spawn points. There are two ways to win. The first is to destroy the enemy galleon and then kill all survivors, thereby causing their points to fall to zero. Currently this is not that easily accomplished, but is possible. the second way is to capture 4 of the outside ring of islands, causing the enemy\'s tickets to bleed as normal. You MUST leave a pirate at each island in order to hold the control points! The galleons have a respawn rate of 3 minutes. You must kill everyone remaining within that time to win, otherwise it starts over. The center control point has no \"value\" as far as ticket loss. You must capture 4 of the outside ring, not the center. When capturing the center, it spawns a runabout, just to make things interesting. All control points are similar to BFP_Blackbeards_Booty, in that someone has to stay at the flag or you lose control. However, the control area is 400 meters. Use the turtles next to the islands to protect your flag. Yes it may get boring, but like I said, the map is not finished yet. You can also use the flags as an indicator of where the enemy is. Watch your minimap for clues as to their position. This is to keep you from going in circles endlessly looking for the enemy. All other maps remain unchanged. Capture the flag still works on Scurvy cove, blackbeards booty, and low tide. It doesn\'t make much sense on Komodo Island or Tides of Blood.[/quote]
people play it! Quote: Intel: Please be aware that this mod is probably a little different than what you're used to. Pirates hate being on land, they hate being in the air, and they hate newfangled contraptions. If you're looking for another mod full of running and gunning, dive-bombing, and blasting away with tanks, this probably isn't for you. If you get excited about the idea of sailing uncharted waters, searching the fog for rival ships, and maneuvering into the perfect position to lay iron unto your enemy before he can do the same to you, then you've come to the right place god7399 [img]http://www.gamingfiles.com/screenshots/21/files/piratesbanner[/img]
ye\' dont, I be havin ye\' swab de decks! See ya on the high seas soldiers!